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10 January 2012

Ragnaros

Edit: 13 Jan 2012; and Rag is no more.

Once more unto the breach, dear friends, once more;Or close the wall up with our Alliance dead.

And once more we entered, and once more there were more Alliance dead. I have not had this much ... fun with a boss since Yogg Saron.

There are a lot of players out there with 6/7 Firelands; I am one of them. I'm 6/7 with an 11% attempt (he dies at 10%). Aarrrgh.

LFM Tank/DPS Ragnaros only, you should have at least seen some of the fight; Bonus Queen's Garnet. (Boot ungemmed unenchanted toons.)

I have had 6/7 for a while now: allowed myself to join a fresh run, and took a couple of weeks off. I now have a 6/7 lockout, and ... well it's worth more to me than most players have.

Two Friday's ago; we struggled on phase 2-3 transition. Last Friday, Saturday and Sunday; we started struggling on the final phase. How many wipes : I dunno. Don't want to know.

Now; in terms of players - I am not too fussy in terms of players; I do not expect others to have more experience than I do. There are a core of players that need Ragnaros too; a couple of DPS, myself as heals that have turned up every attempt; cast of 4 or 5 that have turned up for multiple evenings; and a few /trade LFM players - some good; others ... interesting.

I was convinced to try two healing (against my better judgment) : It works. 10 healers can't heal insta-death; 2 healers can heal the rest of the damage.

Now for the script (and problems)

Setup
Marker 1 on right hand side; against boss; about 1/3 around platform (on existing floor marking lines)
Marker 2 mirroring it on right hand side.

Set up macro with names of DPS1; Tank1; DPS2; DPS3; DPS 4; DPS5 (pref melee); Tank2, DPS6; Healer1 on LHS, Healer2 on RHS. Pref 1 Melee in the middle, and 1 ranged on the left and right; then strongest DPS in the middle.

Tanks; don't run up and auto attack the boss; that applies to DPS too. A dead DPS on the floor first up is an indicator.

Buff up. No (deliberate) pulls until you do.

/readycheck
/dbm pull 10

Please prepot. I am. You can too. Oh well.

Phase 1
Tanks in the front; taunt every 3 stacks.
Melee to the left and right of tank
Healers in the middle at range
Ranged spread out across the middle - in range of healers.
Everyone 6 yards apart.
Run out of swirly stuff; trap tripper; run in when it becomes a pool; use slowfall, blink, portal, something to land safely. (and yes - every trap not just the first one. cry)
Ranged and healers - watch for hammer; stand on the diagonals to avoid flamewall. You can see from the circles where the walls will go. Healers: remove debuff then heal . (its magic not disease you ... wonderful healer)

Phase 1-2 transition.
Run to your pillar; checking your position.
Stun if you can; don't slow or trap. Get your target to 50%, so it slows. (For blessed sake - no dots; !!@@ I said no slows or traps)
Move on to next target moving at full speed.
Healers help with DPS of fast moving targets. (Why? - are you using dots again?)

Phase 2
Line up on right hand side marker - still 6 yards apart.
Avoid hammer flamewalls; wait for seeds then run to other marker.
Healers : use big AOE.
DPS: AOE the many adds.
Everyone : Watch for floor on fire; if it is on the marker scream MOVE MOVE MOVE!! (mute vent. cry. omg they died. again.) Heal like mad if you had to move from AOE circles.
Spread out. Watch for firewalls.
Wait for it : Seeds haven't dropped yet.
Ok Seeds dropped : Run to first marker. and repeat
(Preferred) Rag to 40% or wait for seeds (how the hell can you run from seeds while dealing with a split hammer; oh well - run in ... again ... again)

Phase 2-3 transition
As per phase 1-2; but this time tanks only stun their adds; and then pick up the Lava Scions.
DPS the adds as before, but help out with the tank's add;
Healers DPS too on the close side; Tank takes damage - heal. (panic, do magic; how did I survive that?How much health did I have? 500? don't look - don't ask)
Try to keep the furthest son's alive while you DPS the Scions.
If you get the debuff you poop fire that hurts you, heals them; so run around the back of the raid.

Phase 3Pray that this is the time.Pop hero, Get the Lava Scion's down and pop hero (or should that be the other way around?). Drink pots, burn him, burn.
Kite the meteors (but not through the middle of the raid). Sprint abilities help (including a holy priests bubble). Use a ranged attack to knock the meteor away from the raid. Don't run against the outside boundary in case of being caught between the Meteors and the burning floor.
Die. I am sure it's in the script somewhere.
Oh look 15% you can do it. Really. Tank & Healer (8 dead); it's only 5% with 20 meteors up. GoGoGo.

Cry; rez;

Oh look - someone has to go. Thanks for coming; really it's all good. The DPS that did how little? wants to go - look even harder.

LF DPS that has seen the fight. Haven't seen him at all? cry. Gemmed and chanted - ok.(remember to put the healer next to the newbie for extra dps on transition phases)

Oh look at the time; We got really close that time. I know you said you could only do a few more attemps ... a long time ago. If you need to leave thats OK. If you want to stay, I won't boot you (but I have no idea how you will get to work tomorrow at 4am).

Oh. Its ... that time. I have no idea how *I* am going to get up in the morning to look after 6yo in first life. Thanks for coming? Same time next friday? Calendar invites incoming.

Until next Friday night 13 Jan 2012; 8:30 server Alliance, Caelstrasz. LFM Ragnaros only, you should have at least seen some of the fight; Bonus Queen's Garnet; whisper/in game mail Foofixit, when we Cry Havoc, and let slip the dogs of war.

I would only wonder where you are seeing most die. There are different ways of doing the fight and it is what you find that works with your group. I play a healer on two of my raiding chars so mine is purely from a healers perspective.

I found that the fight has enough going on that for our group it just seemed easier to run with 3 healers. Keeping people alive would result in the best attempts. Those that die that you cant save will never help you. I dont really find that a reason to move from 3 healers to 2. The end phase is fairly hectic which is why I prefer 3 healers on early attempts. Once you have downed him it does seem a lot easier to go to 2 but I wouldnt go that way unless your healers are well geared. Besides we ran with 2 pally healers ....glyphed so we each had 2 stuns and a disc priest.

Good luck on your attempts. Hope it goes well...I really think it is just a function of reps if you are that close.

2 healers did really work fine... and if the dps were skilled they would have pre potted and used a pot during heroisom and that would have been the boss down. half the time it was heals and tanks left alive. the meteor was killing people mostly. 2 ranged and they expected the healers to kite the meteor and then hit it. healers cant be expected to kite crap and heal. hit it and move on.

Meteors are a problem but ranged expecting heals to kite their own meteor isnt unusual. A pally judgement or priest smite etc is enough to throw it in the opposite direction. It is important if possible for them to look after their own meteor. Kiting them as long as they can means it spends less time on another person, however you are right about getting it off asap if it is a healer. It is easier for a person to get their own off rather than another player worrying about hitting the meteor into you rather than away (keeping in mind it can only be hit once every 5 seconds)

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Disagreements are welcome - especially on speculative posts. I love a great disagreement.